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New Weapons Coming In 3068! How Should They Work? Discussion!


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#21 Speedy Plysitkos

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Posted 12 July 2015 - 11:55 PM

gimme rocket launcher 1shot, and RAC2/5 (i know its 3062)...

#22 TheArisen

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Posted 13 July 2015 - 02:48 AM

I think we need new weapons & equipment. More variety is always good.

#23 Lightfoot

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Posted 13 July 2015 - 03:29 AM

Arrow IV Thunderbolt missile is available in this timeline. Not sure how it would be adjusted for AMS/ LAMS as the TT version is not very well balanced for interactive gaming.

#24 Throat Punch

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Posted 13 July 2015 - 03:58 AM

Rotary A/C's should be available (as prototype/limited use by the clans and IS) in 3060 if i recall and they become into more use in 3062.

Edited by Mors Draco, 13 July 2015 - 03:59 AM.


#25 Shaio

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Posted 13 July 2015 - 01:48 PM

View PostMors Draco, on 13 July 2015 - 03:58 AM, said:

Rotary A/C's should be available (as prototype/limited use by the clans and IS) in 3060 if i recall and they become into more use in 3062.

BWBG
Posted Image

(Broken Weapons Break Games) :excl:

#26 DONTOR

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Posted 13 July 2015 - 01:52 PM

MRMS!

darn Bombast lasers must be further in the future...

#27 ManDaisy

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Posted 13 July 2015 - 03:41 PM

mrms would make so many obsolete mechs viable again.

#28 Narcissistic Martyr

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Posted 13 July 2015 - 03:42 PM

View PostDONTOR, on 13 July 2015 - 01:52 PM, said:

MRMS!

darn Bombast lasers must be further in the future...


Bombast are 3064 and never entered production beyond becoming a solaris thing.

#29 ManDaisy

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Posted 13 July 2015 - 03:47 PM

solaris weapons for the win

#30 Andi Nagasia

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Posted 13 July 2015 - 03:50 PM

View PostTrev Firestorm, on 12 July 2015 - 11:15 PM, said:

To be honest, Xpulses MRMs and heavy gauss are pretty much my favorite bt/mw weapons so I'm all for this.

View PostTheArisen, on 13 July 2015 - 02:48 AM, said:

I think we need new weapons & equipment. More variety is always good.

View PostManDaisy, on 13 July 2015 - 03:41 PM, said:

mrms would make so many obsolete mechs viable again.

I agree, i Tried to Use Systems we already have for each of the New Weapons, Stats,
and Even Thought these are My Stats, i tried to make them Balanced to what we already have, ;)

View PostTitannium, on 12 July 2015 - 11:55 PM, said:

gimme rocket launcher 1shot, and RAC2/5 (i know its 3062)...

View PostNarcissistic Martyr, on 13 July 2015 - 03:42 PM, said:

Bombast are 3064 and never entered production beyond becoming a solaris thing.

View PostManDaisy, on 13 July 2015 - 03:47 PM, said:

solaris weapons for the win

Guys Guys Focus, just Weapons up to 3060 Please, :D

View PostLightfoot, on 13 July 2015 - 03:29 AM, said:

Arrow IV Thunderbolt missile is available in this timeline. Not sure how it would be adjusted for AMS/ LAMS as the TT version is not very well balanced for interactive gaming.

Please nothing that requires Split-Crits(though i would love Arrow I), B)

#31 ApolloKaras

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Posted 13 July 2015 - 05:44 PM

View PostMcgral18, on 12 July 2015 - 07:06 PM, said:

Your Heavy Lasers are simply too fantastic...they're nearly double the performance of their IS normal counterparts.

Heavies should have longer burn times than Pulse Lasers!


Keep their TT optimal range, but drop their falloff damage to 0.5, so the HML deals 10 damage at 270M, but nothing at 405M (while an unquirked isML will deal 2.5)

Increase their burn time to slightly above their ER counterparts (aside from the ERLL).


I think I agree with this. It takes a lot of weapons off the table with this Heavy large. However this is the only weapon I have an issue with.

#32 Andi Nagasia

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Posted 14 July 2015 - 05:41 PM

Changed up the Heavy Large Laser Stats abit,
they now only do 15Damage(down from 16Damage)

remember i have them Designed as 2 Smaller Lasers Tied together,
Weapon............Damage,..Heat,..Burn,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
ER-ML(X2),...........14..........12.....1.15.......3.00..........405...........810............2........2...
Heavy-Large,........15..........11.....1.20.......3.25..........405...........810............4........3...
again i feel this would help with mechs with Fewer hard points Available to them,
Ghost heat of 2 like all other Clan Large Lasers will help balance this Further,

Edit-
Also Added Hypervelocity Autocannons,

Edit2-
Also Added Velocity stats to Missile Weapons,

Edited by Andi Nagasia, 17 July 2015 - 05:54 PM.


#33 Throat Punch

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Posted 14 July 2015 - 05:54 PM

I'd love to see special ammunition like LB 20 X slug rounds, Inferno missiles, FASCAM's, and Follow the leader missiles all which are available in 3050.

#34 TheArisen

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Posted 15 July 2015 - 10:35 PM

Bump! C'mon PGI! We need more ways to blast each other to bits!

#35 Andi Nagasia

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Posted 17 July 2015 - 05:54 PM

View PostTheArisen, on 15 July 2015 - 10:35 PM, said:

Bump! C'mon PGI! We need more ways to blast each other to bits!

well at the Very Least these 3060 Weapons have Stats now, :)

#36 TheArisen

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Posted 17 July 2015 - 06:34 PM

View PostAndi Nagasia, on 17 July 2015 - 05:54 PM, said:

well at the Very Least these 3060 Weapons have Stats now, :)


At least there is that. :)

#37 zeta44

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Posted 17 July 2015 - 10:19 PM

Forget the weapons, the main thing in 3060 I am excited for is the blood asp

The blood freaking asp



#38 Y E O N N E

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Posted 17 July 2015 - 11:18 PM

View PostAndi Nagasia, on 14 July 2015 - 05:41 PM, said:

Changed up the Heavy Large Laser Stats abit,
they now only do 15Damage(down from 16Damage)

remember i have them Designed as 2 Smaller Lasers Tied together,
Weapon............Damage,..Heat,..Burn,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
ER-ML(X2),...........14..........12.....1.15.......3.00..........405...........810............2........2...
Heavy-Large,........15..........11.....1.20.......3.25..........405...........810............4........3...
again i feel this would help with mechs with Fewer hard points Available to them,
Ghost heat of 2 like all other Clan Large Lasers will help balance this Further,

Edit-
Also Added Hypervelocity Autocannons,

Edit2-
Also Added Velocity stats to Missile Weapons,


Posted Image

#39 kapusta11

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Posted 17 July 2015 - 11:43 PM

Heavy Gauss deals 25 damage at 180m range, 20 at 390m and 10 at 600m so to simulate that in MWO it should have 25 base damage, 180m normal range and something like 5x max range.

Edited by kapusta11, 17 July 2015 - 11:52 PM.


#40 Andi Nagasia

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Posted 18 July 2015 - 06:39 AM

View Postkapusta11, on 17 July 2015 - 11:43 PM, said:

Heavy Gauss deals 25 damage at 180m range, 20 at 390m and 10 at 600m so to simulate that in MWO it should have 25 base damage, 180m normal range and something like 5x max range.

so its 180, ok ill rework the Stats abit,
(sorry going off Sarna which is in Hexes),
(Hexes to Meters isnt an Exact Science) :),

Edit-
changed Heavy Gauss to 240m, instead of 180m,
to give it a place under the AC, but over S/M lasers,

Edited by Andi Nagasia, 18 July 2015 - 06:46 AM.






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